The Age of Decadence

January update - achievements, new characters & quests

Our second update just went live and we’d like to thank you for your support and feedback, which helps us improve and refine the game.

While we have our own milestones, we’ll continue to release monthly updates based on the feedback we receive. For example, the initial feedback was:

need a tutorial to learn the system without having to restart the game all the time

need more info on the character screen to understand the system better

need more traders in Maadoran and better inventories

more alchemical ingredients

So, that's what we added in the first update. The second main request is more content for Maadoran. Namely, more quests (especially non-combat quests for loremasters, thieves, and grifters) and more characters to talk to in general. In fact, more characters to talk to (and more worldbuilding) is request #1.

So Update #2 adds:

65 Achievements to track your progress and playstyles.

3 characters you can talk to (a storyteller in the local inn – his story is related to what Cassius tells you in Teron, if you escort him to the palace; a beggar (near the entrance to the Slums) who served Antidas during his war with House Aurelian, and a clerk working for one of the caravan masters in the Gate district).

A small adventure for loremasters and explorers of long-forgotten places; to initiate, enter the Slums and talk to the man standing near a well to the left of the entrance.

An arrival of a caravan (an intro quest; just walk towards the arena when you enter the city)

A quest revolving around a gem surprisingly similar to the one Feng tries to sell you. To initiate, talk to the owner of the rug store in the Trade district.

2 unique weapons we didn't have time to do before; explore the lower level of the tower of Zamedi to get this ball rolling (disclaimer: crafting skill required).

Training with Kemnebi and Erebus.

Increased carry weight (you’re welcome).

Historically accurate “wolf” helmet and capes – generous contribution from Lexx, one of the community members

Our team is very small and we're working part-time, so our progress is much slower than that of a 15-people team working full-time. We released a combat demo back in Dec 2009, but it took us 2 years to get to the point where we could release a proper demo with all the features (the public demo with 3 locations). It took us 6 months to tweak and polish the concept based on the feedback we received and then about 8 months to release the Early Access build with 10 locations.

We're planning to add 3-5 locations in March and start the final beta test in May.

I heard about how awesome this game was in 2009 in a magazine and never thought I'd be able to find it on the market. Imagine my surprise when I actually RECOGNIZE the title among the lot on Steam after all this time! Destiny, I tell you.

I'm still a little bit curious : Early Access in 2013? That's a lot of time between 2009 and 2013 for a game in development that offered a sample of its gameplay back then. Would someone mind to bring some light on the question?

There are 22 locations, including 3 towns. The towns are the hubs of quests, scheming, plotting, and backstabbing. The demo has a small town (Teron). The Early Access adds a large city (Maadoran). Each town/city with the surrounding areas is its own chapter (much like the demo, which has the intro and ending slides), so from this perspective you get about 60% of the content.

If you look at the number of locations, the public demo has 3, the early access has 10, so it's about 45%. 5 more locations will be added in March, bringing the overall % to about 70%.

can I ask what percentage of the game is now complete? my issue with getting this specific game early (I played the demo briefly and LOVED it) - is that because it's story-driven, etc. I don't kind of want to spoil it by getting bits and bobs early (if you see what I mean)... thanks! :D